Search found 122 matches

by JorDy
Tue Apr 25, 2006 2:42 am
Forum: General Discussion
Topic: bitwise and hexadecimal :S
Replies: 31
Views: 13434

dude hex is so simple! instead of us counting from 1-15 in decimal we count 1-F so it goes like Decimal 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 ... 26 ... 32 Hex----- 1 2 3 4 5 6 7 8 9 A B C D E F 10 11 12 ... 1A ... 20 and when we get past F(15 in decimal) it changes to 10 we goe back to the s...
by JorDy
Mon Apr 24, 2006 6:52 am
Forum: General Discussion
Topic: bitwise and hexadecimal :S
Replies: 31
Views: 13434

ok the and operator compares each bits of the two arguments and then returns 1 if both bits are the same or 0 if they are not. easily explained using a table A B O 0 0 0 1 0 0 0 1 0 1 1 1 so for your example 0110 0011 only the 2nd from the left bits are the same so output is 0010 hex is simple Decim...
by JorDy
Mon Apr 24, 2006 2:58 am
Forum: PS2 Development
Topic: keeping an app in RAM?
Replies: 17
Views: 6121

ok thanks for the help anyway
by JorDy
Mon Apr 24, 2006 1:25 am
Forum: PS2 Development
Topic: keeping an app in RAM?
Replies: 17
Views: 6121

im not hacking official games i was wondering if that is how cheat devices are able to run throught a game
by JorDy
Sun Apr 23, 2006 11:04 pm
Forum: PS2 Development
Topic: keeping an app in RAM?
Replies: 17
Views: 6121

yeah ive noticed that programs like hdloader kill ps2link so it must be over written. I know how to change were my games are loaded that is fine its just getting the right address. Do programs like cheat devices survive by loading in unused memory?
by JorDy
Sun Apr 23, 2006 9:40 pm
Forum: PS2 Development
Topic: keeping an app in RAM?
Replies: 17
Views: 6121

no as a ps2 i was using the psp one as an example where here modified the boot. i want to go as high as i can what is the best area to use? and how do i load it as a thread? do you mean use loadmodule not loadexec
by JorDy
Sun Apr 23, 2006 6:48 pm
Forum: PS2 Development
Topic: keeping an app in RAM?
Replies: 17
Views: 6121

Um im not very good at explaining things, I want my appliction to stay alive in RAM and not be over written when i load another elf. For example
http://forums.ps2dev.org/viewtopic.php?t=5436
Moonlight modifies the bootstrap so his patching function is called all the time so it is not overwritten.
by JorDy
Sun Apr 23, 2006 7:54 am
Forum: PS2 Development
Topic: keeping an app in RAM?
Replies: 17
Views: 6121

keeping an app in RAM?

can someone explain to me (or help me) how i can keep my programme "alive" in RAM. Im guessing it involes modifying your BIOS so you can call your function constantly. Does PS2Link stay "alive" in RAM or does it have aother method so you can capture output from your elfs? Thanks ...
by JorDy
Tue Apr 11, 2006 8:08 am
Forum: PSP Lua Player Development
Topic: Game of Life speed help
Replies: 15
Views: 6992

your variables are just messy looking as for the code there are better more efficient ways with less lines
by JorDy
Tue Apr 11, 2006 5:24 am
Forum: PSP Lua Player Development
Topic: Game of Life speed help
Replies: 15
Views: 6992

set out your code better!! dont use huge messy variables like that
i mean theres no need for g_backGround it could just be backgoround, the i counter variable sould just be a local i. it makes your code hard reading
by JorDy
Sun Apr 09, 2006 7:55 pm
Forum: PSP Lua Player Development
Topic: The magic gate to double buffering
Replies: 6
Views: 2876

the code should actually be while TRUE do screen.flip()--Put your screen into the editing one..e.e; --Do your editing here screen.waitVblankStart()--Wait for it to refresh screen.flip()--Put your screen back end but if changing the image alot like as i...
by JorDy
Tue Apr 04, 2006 1:12 am
Forum: PSP Lua Player Development
Topic: Issues with Blitting
Replies: 3
Views: 2524

Lua IS case sensitive so its

screen:waitVblankStart([number])
by JorDy
Mon Apr 03, 2006 2:58 am
Forum: PSP Lua Player Development
Topic: Loading and saving scores from a file
Replies: 5
Views: 3141

no problem glad i could help
by JorDy
Mon Apr 03, 2006 2:49 am
Forum: PSP Lua Player Development
Topic: Loading and saving scores from a file
Replies: 5
Views: 3141

here you go all writen for you by me(small cred in game would be nice :)) white = Color.new(255,255,255) scoresFile = "scores.txt" topTenNames = {} topTenScores = {} --table to string function (OUTPUT Variable= "OutputString&...
by JorDy
Sat Apr 01, 2006 8:18 pm
Forum: PSP Lua Player Development
Topic: Alpha Mask
Replies: 7
Views: 3375

i had that problem with the :pixel(x,y) function i solved it by setting the ammount of pixeld to cover as

Code: Select all

Image:width()-1
but the code seems fine to me
by JorDy
Thu Mar 30, 2006 3:05 am
Forum: PSP Lua Player Development
Topic: lua Random Number
Replies: 13
Views: 6057

i didnt realise that i always assumed that since 0,1 returns decimals they all did
by JorDy
Thu Mar 30, 2006 1:07 am
Forum: PSP Lua Player Development
Topic: lua Random Number
Replies: 13
Views: 6057

use the math random like this: math.floor(math.random(1,3))--if the number is a decimal it will take the integer from it (basicly) math.ceil(math.random(1,3))--if the number is a decimal it will add one to the integer n ...
by JorDy
Tue Mar 28, 2006 3:07 am
Forum: PSP Lua Player Development
Topic: Flipping an Image
Replies: 9
Views: 4250

well im pretty sure there is no way of flipping an image otherwise most games i have seen would have used it
by JorDy
Tue Mar 28, 2006 12:54 am
Forum: PSP Lua Player Development
Topic: Flipping an Image
Replies: 9
Views: 4250

im not sure but in aplications like photsop you can flip your images edit>rotate or something like that but flip it vertically i think. you can even do it in ms word
by JorDy
Tue Mar 28, 2006 12:52 am
Forum: PSP Lua Player Development
Topic: Rotating an image?
Replies: 2
Views: 1612

ive tried that it just moves my image aswell
by JorDy
Sun Mar 26, 2006 9:04 pm
Forum: PSP Lua Player Development
Topic: Rotating an image?
Replies: 2
Views: 1612

Rotating an image?

i would like to be able to rotate an image to certain degrees with the pad. i have came across a function which will do that but it also blits an image in the top left which cant be gotten rid of other wise the rotated image is not shown this is the code i found: --Rotate image function rotateImage&...
by JorDy
Sat Mar 25, 2006 4:27 am
Forum: PSP Lua Player Development
Topic: Variable creation
Replies: 3
Views: 2080

it would proably be best to use a table for that

Code: Select all

mayVar_ = {}

for i=1, 10 do
     myVar_[i-1] = ""
end
im sure theres another way to do that but thats the only one i can thing of right now
by JorDy
Wed Mar 22, 2006 7:47 am
Forum: PS2 Development
Topic: ELF Cheat Device
Replies: 3
Views: 2181

no and i think i know what you are trying to do... cheating online using a cheat device loaded into unscanned memory and that isnt supported here
by JorDy
Fri Mar 17, 2006 6:28 am
Forum: PS2 Development
Topic: Starting Out: PS2Link
Replies: 1
Views: 1395

you need to add the config files to your mc and edit the config with your ip netmask and host
by JorDy
Wed Mar 15, 2006 7:35 am
Forum: PSP Development
Topic: newest toolchain not working
Replies: 4
Views: 1969

nope im running knoppix... ive set the profile perfectly and i have set it for the root bash file and then tried it as root this new toolchain just will not work :(
by JorDy
Mon Mar 13, 2006 12:13 am
Forum: PSP Development
Topic: newest toolchain not working
Replies: 4
Views: 1969

newest toolchain not working

when i try to build the psp and ps2 dev toolchain i get these errors ps2 jordan@jordan:~/newtoolchain$ ./toolchain.pl PS2 Dependencies: gcc: Found! make: Found! wget: Found! patch: Found! svn: Found! $PS2DEV: Found! $PS2SDK: Fou...
by JorDy
Fri Mar 10, 2006 9:52 pm
Forum: PS2 Development
Topic: Tutorial: How to setup a ps2dev env in cygwin
Replies: 64
Views: 32697

are those files there??
by JorDy
Fri Mar 10, 2006 6:14 am
Forum: PS2 Development
Topic: Compiling for the ps2?
Replies: 1
Views: 1635

basicly to answer your first question you need this in your makefile in the same directory as you c files EE_BIN = callstacktest.elf EE_OBJS = callstacktest.o EE_LIBS = -ldebug -lc EE_LINK = debug/callstacktest all: $(EE_BIN) clean: rm -f *.elf *.o *.a include $(PS2SDK)/samples/Makefile.pref include...
by JorDy
Tue Mar 07, 2006 7:02 pm
Forum: PS2 Development
Topic: need info about debug console
Replies: 1
Views: 1200

you need to contact sony about that and its something arround the lines of $10000 for the license i think. but really its not worth it. if you want to test a game just signup to be a beta tester. much easier and free.
by JorDy
Sun Mar 05, 2006 9:06 pm
Forum: PSP Lua Player Development
Topic: SORRY NOOB-A-RIFFIC - Cursor
Replies: 3
Views: 1745

pad = Controls.read() dx = pad:analogX() if math.abs(dx) > 32 then x0 = x0 + dx / 64 end dy = pad:analogY() if math.abs(dy) > 32 then y0 = y0 + dy / 64 end That should get the cursor moving. im sure you ...